Voxel waste heaps from mining.

Deon Beauchamp shared this feedback 6 hours ago
Not Enough Votes

In SE1 when you throw away waste rocks/stuff they can accumulate until the floating object limit is reached then the rocks will disappear.

As an alternative, the rocks that have been in place long enough and in close proximal quantity could become a voxel mound/tip instead of vanishing.

Replies (3)

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If this proved to be viable then scrap and debris piles should be investigated too.

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Not necessarily during mining, but in general, you should be able to place voxel materials, either by hand or using a dedicated block.

  • Instead of constantly spitting out small ore blobs from connectors, voxel materials would be collected and then placed directly onto existing voxels.
  • Larger voxel-placing blocks could dump large amounts of material at once, making terrain work much faster and convenient.
  • A visual preview should show when you’re ready to place voxels and what shape will be created before committing.

For more advanced voxel-placing blocks, additional options could be available:

  • Choose the placement shape, such as sphere, plane, fill holes or repair
  • The fill holes mode would ensure new material never exceeds nearby existing voxels, only filling valleys between local peaks.
  • Repair will try to "reset voxels" if you use the same voxel material in are where it existed before.

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Waste processing into common ores that you have in deposits anyways is a bit boring. Yes, its a solution to early game resource needs, but once you get over that, it suddenly becomes useless!

Instead, I suggest waste => rare ores, not available any other way than massive processing of waste ore!

The processing should be energy and space intensive, requiring many production blocks and lots of energy infrastructure.

Alternatively, use it for concrete or terraforming.

So:

  1. Process waste into rare ores not normally available in deposits
  2. Make concrete
  3. Terraform with it

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